Module: GDT5003-20 Extended Realities
Level: 5
Credit Value: 20
Module Tutor: Samuel Sturtivant
Module Tutor Contact Details: s.sturtivant@bathspa.ac.uk
1. Brief description and aims of module:
Extended realities or XR combines augmented, virtual, and mixed reality experiences. In this module you are introduced to the development of games for immersive technologies, with topics and technologies ranging from include spatial computing, motion tracking, controllers, wearables, haptics, mobile, and VR headsets. You explore the history of immersion and the current progress with development and research of XR experiences, while also investigating the various ethical and human centred design problems that XR poses.
You learn how to design an immersive game experience that is engaging and user friendly. We consider what XR adds to an experience, and what is possible in XR that is not via other forms of human-computer interaction. The module considers non gaming deployments of XR also, such as art tools, scientific tools, teaching tools, 360° film, and so on. You explore accessibility, art and UI considerations when designing in XR and take a practical approach to navigating the technical challenges that the medium introduces.
After gaining a foundational knowledge of how to build a robust XR experience you work in small teams to create an XR proof of concept. Teams take part in a group showcase of projects at the end of the module, where you gain experience in introducing games (and potentially new game technologies) to audiences in a clear, professional and engaging manner - negotiating challenges such as onboarding and expectation management.
2. Outline syllabus
Understanding XR through exploration of VR, AR and MR game experiences ● Playtesting XR experiences
Developing games for new platforms e.g. VR and mobile
Working with SDKs
A 360 degree approach to level design
Spatial sound design
The testing of physical games, and the impact of immersive experiences on the body
Immersion and accessibility
Game controllers and motion tracking technology
3. Teaching and learning activities
Class Hours
The first half of the semester is dedicated to developing a foundational understanding of the field of immersive game experiences.Through seminars and practical workshops you explore key themes and contemporary issues in immersive technology including the physical and ethical impact of immersion. In the second half of the module you apply your knowledge of immersive design to create an original XR proof of concept in small teams. The module concludes with a showcase event.
Independent Learning
Successful projects require teams to work together outside of class. You need to ensure that your team communicates efficiently and meets regularly, and that you have a plan for testing projects in an appropriate space and with safety in mind. Tutors offer advice on tools, methods and strategies to meet the demands of out-of class development.
Assessment Type: Coursework
Description: Portfolio Research essay (2,000 words).
% Weighting: 40%
Assessment Type: Coursework
Description: Portfolio XR proof of concept. With supporting documentation.
% Weighting: 60%